Tag Archives: mindshift guide to games and learning

Back in January, I joined the Joan Ganz Cooney Center as a Senior Fellow. It is a perfect fit. I’ve been a fan of the Center’s work for a while, writing regularly about its research reports for my Forbes Blog. Many of the folks at the center have also been …

How can games unlock a rich world of learning? That is the key question behind a new resource that aims to help teachers successfully incorporate games in the classroom. The MindShift Guide to Digital Games and Learning is the culmination of a series of blog posts authored by Forbes contributor …

How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide …

Part #20 of MindShift’s Guide to Games and Learning Series Even for educators who are excited about using games in the classroom, questions inevitably come up around the very real obstacles to implementation, and strategies for overcoming them. A recent survey from the Games and Learning Publishing Council asked 700 teachers …

Part 19 of MindShift’s Guide to Games and Learning By now, you’ve probably read enough to be convinced that it’s worth trying games in your classroom. You understand that games are not meant to be robot teachers, replacing the human-to-human relationship. Games are a tool that teachers can use to …

Part 18 of MindShift’s Guide to Games and Learning To make sense of the broad and complex world of games and learning, we’re inclined to create neatly organized lists and categories. The truth is that there are so many different kinds of learning games, it’s difficult to break them down …

Part 17 of MindShift’s Guide to Games and Learning Many teachers are excited about trying games in the classroom but don’t know where to begin. The landscape of learning games is vast and confusing — and it’s growing and changing rapidly. Moving at the pace of the software industry, games …

Part 16 of MindShift’s Guide to Games and Learning The textbook is a problem that consistently plagues classrooms. At best, textbooks are innocuous, offering simple summaries of a very broad subject area. At worst, they oversimplify things, providing less information than an encyclopedia article without enough nuance or context to …

Part 15 of MindShift’s Guide to Games and Learning. Most people agree that implementing game-based learning makes sense for older students, but what about really young kids? Do screens have a place in early childhood education? How young is too young for screen time? If you have small children, you …

Part 14 of MindShift’s Guide to Games and Learning. If there’s one thing we know for sure, it’s that today’s technologies will one day be obsolete — we shouldn’t be too enamored with any particular educational tool. Teachers will always play the most important role in the classroom. Although ed-tech …